Tech: Militia

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Badnorth
Posts: 4121
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Tech: Militia

Post by Badnorth »

A tech that Transforms workers to a militia for a quick defense incase someone attacks them..

Tech cost: 6

Cost:3

Militia

Trainable at: TC

Hp: Same as the worker
Att:10
Spd:3
Arm:1/1
Sight: 6
Ability:
Transform to worker (returns to a worker)(cooldown:2)
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Maxbirykov2004
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Re: Tech: Militia

Post by Maxbirykov2004 »

QuadrupoleStrat wrote: Tue Jun 02, 2020 2:28 pm A tech that Transforms workers to a militia for a quick defense incase someone attacks them..

Tech cost: 6

Cost:3

Militia

Trainable at: TC

Hp: Same as the worker
Att:10
Spd:3
Arm:1/1
Sight: 6
Ability:
Transform to worker (returns to a worker)(cooldown:2)
Wait maybe militia will be many units (like town patrol, and peasants) like in AOS
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Badnorth
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Re: Tech: Militia

Post by Badnorth »

"Lets make AOD workers more unique" thats whats n my mind when I thought of it

So I decided to make a tech that will make workers usefull in endgame & for Defending themselves...
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Squirrel5555
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Re: Tech: Militia

Post by Squirrel5555 »

Axes and wood shields? I don't think that would happen.
Militias in the renaissance would field more up to date and useful weapons for the war effort. Things like militia pikemen (easier to craft than axes aswell), militia rifleman maybe.

Militias should just be cheaper alternatives/versions to normal line infantry/musketman. Not sure about this tech, maybe one day, but better focus on the basics right now.
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Maxbirykov2004
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Re: Tech: Militia

Post by Maxbirykov2004 »

Squirrel5555 wrote: Tue Jun 02, 2020 3:16 pm Axes and wood shields? I don't think that would happen.
Militias in the renaissance would field more up to date and useful weapons for the war effort. Things like militia pikemen (easier to craft than axes aswell), militia rifleman maybe.

Militias should just be cheaper alternatives/versions to normal line infantry/musketman. Not sure about this tech, maybe one day, but better focus on the basics right now.
Yes, that's i mean
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L4cus
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Re: Tech: Militia

Post by L4cus »

Well, rifmes were reserved for elite units, matchlock musket and later flintlock musket would fit better.
maybe some factions could have rifle milita...
Extra ecclesiam nulla salus...
AOD, a new variant...
viewforum.php?f=230
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Maxbirykov2004
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Re: Tech: Militia

Post by Maxbirykov2004 »

L4cus wrote: Tue Jun 02, 2020 4:44 pm Well, rifmes were reserved for elite units, matchlock musket and later flintlock musket would fit better.
maybe some factions could have rifle milita...
Yes, but everywhere was hunters, who used muskets and rifles, and who was ready to go to war
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Gral.Sturnn
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Re: Tech: Militia

Post by Gral.Sturnn »

maybe we can use them as some sort of raider/bandit?

a militia in the 1450s would use spears and shields later on pikes, later on few would use muskets and such
~Gral.Sturnn
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L4cus
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Re: Tech: Militia

Post by L4cus »

U r right. As well as u advance eras ur militia changes too...
Extra ecclesiam nulla salus...
AOD, a new variant...
viewforum.php?f=230
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Badnorth
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Re: Tech: Militia

Post by Badnorth »

This could be the militia for the 15th century imo.

Also we could citizens/peasants,Serfs as maxbirykov said
But make them far weaker like the peasants in aos
Unlike this militia

Or we could turn this as a neutral unit so called brigader/bandit
It will be hostile to player units 10 tiles nearby them

I would gladly make more bandits
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Maxbirykov2004
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Re: Tech: Militia

Post by Maxbirykov2004 »

QuadrupoleStrat wrote: Wed Jun 03, 2020 3:03 am This could be the militia for the 15th century imo.

Also we could citizens/peasants,Serfs as maxbirykov said
But make them far weaker like the peasants in aos
Unlike this militia

Or we could turn this as a neutral unit so called brigader/bandit
It will be hostile to player units 10 tiles nearby them

I would gladly make more bandits
Amm could you better tell about this bandit....
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Badnorth
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Re: Tech: Militia

Post by Badnorth »

bandit a unit that moves in groups... It can be a neutral unit of the 15th century
Attacks player units 8 tiles near them..

We can also make a bandit faction & a Rogue faction
******
Bandit camp (produces a random bandit every 2 turns)
******
War dog (biter)
Bandit (meat shield)
Brigader (Stronger meatshield)
Bandit Skirmisher(weaker skirmisher)
Hired Pikeman (stronger pikeman)
Bandit lord (buffer)( Raid boss )(not included in bandit camp)
Highwaymen (weak lightCavalry)
Pagan (weakest healer)
*******
Camp (produces random rogue every 3 turns)
Rogue pikemen(weaker pike)
Rogue swordsman (stronger than original
Rogue Bowmen (stronger than original)
Rogue Bishop (weak healer)
Rogue musketeer (bayonet)
Rogue knight (Weaker knight)
Rogue Commander (Buffer)( on par with marine admiral)(not included in camp)
*******

I will make sprites soon if this is a good idea & doable bt will take long
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Maxbirykov2004
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Re: Tech: Militia

Post by Maxbirykov2004 »

QuadrupoleStrat wrote: Wed Jun 03, 2020 8:48 am bandit a unit that moves in groups... It can be a neutral unit of the 15th century
Attacks player units 8 tiles near them..

We can also make a bandit faction & a Rogue faction
******
Bandit camp (produces a random bandit every 2 turns)
******
War dog (biter)
Bandit (meat shield)
Brigader (Stronger meatshield)
Bandit Skirmisher(weaker skirmisher)
Hired Pikeman (stronger pikeman)
Bandit lord (buffer)( Raid boss )(not included in bandit camp)
Highwaymen (weak lightCavalry)
Pagan (weakest healer)
*******
Camp (produces random rogue every 3 turns)
Rogue pikemen(weaker pike)
Rogue swordsman (stronger than original
Rogue Bowmen (stronger than original)
Rogue Bishop (weak healer)
Rogue musketeer (bayonet)
Rogue knight (Weaker knight)
Rogue Commander (Buffer)( on par with marine admiral)(not included in camp)
*******

I will make sprites soon if this is a good idea & doable bt will take long
Hmm good faction for Campings...
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Badnorth
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Neutrals: Bandits & Rogues

Post by Badnorth »

Before I make sprites of this I need the opinions of other aod members

And @Stratego (dev) if this will work

Stratego incase thiis happens is it possible to make this units
Act like the neutral wolves? Moves around and attacks player units.

Idk anything about coding btw.
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Badnorth
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Re: Tech: Militia

Post by Badnorth »

If this is agreed I will make a new topc about this
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Stratego (dev)
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Re: Neutrals: Bandits & Rogues

Post by Stratego (dev) »

QuadrupoleStrat wrote: Wed Jun 03, 2020 9:48 am Before I make sprites of this I need the opinions of other aod members

And @Stratego (dev) if this will work

Stratego incase thiis happens is it possible to make this units
Act like the neutral wolves? Moves around and attacks player units.

Idk anything about coding btw.
there are already digferent AI-s for neutral animals, some dont attack some do.
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Gral.Sturnn
Posts: 1877
Joined: Tue Feb 13, 2018 11:29 pm

Re: Tech: Militia

Post by Gral.Sturnn »

QuadrupoleStrat wrote: Wed Jun 03, 2020 8:48 am bandit a unit that moves in groups... It can be a neutral unit of the 15th century
Attacks player units 8 tiles near them..

We can also make a bandit faction & a Rogue faction
******
Bandit camp (produces a random bandit every 2 turns)
******
War dog (biter)
Bandit (meat shield)
Brigader (Stronger meatshield)
Bandit Skirmisher(weaker skirmisher)
Hired Pikeman (stronger pikeman)
Bandit lord (buffer)( Raid boss )(not included in bandit camp)
Highwaymen (weak lightCavalry)
Pagan (weakest healer)
*******
Camp (produces random rogue every 3 turns)
Rogue pikemen(weaker pike)
Rogue swordsman (stronger than original
Rogue Bowmen (stronger than original)
Rogue Bishop (weak healer)
Rogue musketeer (bayonet)
Rogue knight (Weaker knight)
Rogue Commander (Buffer)( on par with marine admiral)(not included in camp)
*******

I will make sprites soon if this is a good idea & doable bt will take long
i think its cool, we can make many units that wont fit with the mayor factions
~Gral.Sturnn
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Badnorth
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Re: Tech: Militia

Post by Badnorth »

Nice I will open a topic for this....
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